docs: update AGENTS.md, GAME_BRIEFING.md, and skills.md after refactoring
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Refactoring Agent
2026-05-02 19:59:33 +02:00
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# Mana-Loop: Comprehensive Game Briefing Document
**Document Version:** 1.1
**Document Version:** 1.2
**Generated:** Game Systems Analysis
**Updated:** After Task 2 Completion
**Updated:** After Modular Refactoring (stores/, crafting-actions/, skill-evolution-modules/, constants/)
---
@@ -23,6 +23,7 @@
13. [Achievement System](#achievement-system)
14. [Formulas & Calculations](#formulas--calculations)
15. [System Interactions](#system-interactions)
16. [Code Architecture](#code-architecture)
---
@@ -37,6 +38,8 @@
- Time pressure through incursion mechanic
- Guardian pacts provide permanent multipliers
**Code Architecture:** The codebase has been refactored into a modular architecture with specialized directories for stores, crafting actions, skill evolution modules, constants, and game data.
---
## Core Game Loop
@@ -86,8 +89,8 @@
- **Spire Mode integration**: Action buttons are hidden when in Spire Mode (climbing simplified UI)
**Implementation:**
- `currentAction` state tracks the active action
- Crafting slice sets `currentAction: 'meditate'` when actions complete
- `currentAction` state tracks the active action (now in `stores/gameStore.ts`)
- Crafting actions set `currentAction: 'meditate'` when actions complete (in `crafting-actions/`)
- `ACTION_CONFIG` maps actions to display configs (label, icon, color)
---
@@ -212,7 +215,7 @@ element = FLOOR_ELEM_CYCLE[(floor - 1) % 7]
**Floor HP Formula:**
```
normalFloorHP = floor(100 + floor × 50 + floor^1.7)
guardianFloorHP = GUARDIANS[floor].hp // Fixed values
guardianFloorHP = GUARDIANS[floor].hp // Fixed values (in constants/guardians.ts)
```
**Guardian Floors:** 10, 20, 30, 40, 50, 60, 80, 90, 100
@@ -357,8 +360,8 @@ aoeDamage = baseDamage × (1 - 0.1 × (numTargets - 1))
- Exit condition: Automatically exits when player chooses to stop climbing
**Implementation:**
- `spireMode` boolean state in game store
- `enterSpireMode()` and `exitSpireMode()` actions
- `spireMode` boolean state in `stores/gameStore.ts`
- `enterSpireMode()` and `exitSpireMode()` actions in `stores/combatStore.ts`
- `simpleMode` prop passed to SpireTab for simplified rendering
- UI conditionally renders based on `store.spireMode`
@@ -426,8 +429,9 @@ Attunements are class-like specializations that grant unique capabilities and sk
| **Unlock** | Starting attunement |
**Capabilities:**
- Enchanting equipment
- Enchanting equipment (see `crafting-actions/`)
- Disenchanting for mana recovery
- Access to enchanting skill tree (see `skill-evolution-modules/enchanting-skills.ts`)
**Skill Categories Unlocked:**
- `enchant` - Enchanting efficiency
@@ -449,9 +453,9 @@ Attunements are class-like specializations that grant unique capabilities and sk
- Form pacts with guardians
- Access guardian powers
- Elemental mastery through pacts
- Invocation skill tree (T1-T5 with perk choices at L5/L10)
- Invocation skill tree (T1-T5 with perk choices at L5/L10) - see `skill-evolution-modules/invocation-skills.ts`
- Pact Mastery skill tree (T1-T5)
- Pact-Weaving hybrid skill (Invoker + Enchanter)
- Pact-Weaving hybrid skill (Invoker + Enchanter) - see `skill-evolution-modules/hybrid-skills.ts`
**Skill Categories Unlocked:**
- `invocation` - ✅ Implemented (T1-T5 skill tree)
@@ -470,8 +474,8 @@ Attunements are class-like specializations that grant unique capabilities and sk
| **Unlock** | Prove crafting worth |
**Capabilities:**
- Golem crafting
- Gear crafting
- Golem crafting (see `data/golems/`)
- Gear crafting (see `data/equipment/`)
- Earth shaping
**Skill Categories Unlocked:**
@@ -481,7 +485,7 @@ Attunements are class-like specializations that grant unique capabilities and sk
### Attunement Leveling
**XP Formula:**
```
```javascript
Level 2: 1,000 XP
Level 3: 2,500 XP
Level 4: 5,000 XP
@@ -491,7 +495,7 @@ Max Level: 10
```
**Level Scaling:**
```
```javascript
regenMultiplier = 1.5^(level - 1)
conversionRate = baseRate × 1.5^(level - 1)
```
@@ -505,19 +509,19 @@ conversionRate = baseRate × 1.5^(level - 1)
### Skill Categories
| Category | Attunement | Description |
|----------|------------|-------------|
| `mana` | Core | Max mana, regen, element cap |
| `study` | Core | Study speed, cost reduction |
| `research` | Core | Click bonuses, advanced meditation |
| `ascension` | Core | Insight, guardian damage |
| `enchant` | Enchanter | Enchanting efficiency |
| `effectResearch` | Enchanter | Unlock enchantment effects |
| `invocation` | Invoker | ✅ Implemented (T1-T5 skill tree) |
| `pact` | Invoker | ✅ Implemented (T1-T5 skill tree) |
| `fabrication` | Fabricator | Crafting speed |
| `golemancy` | Fabricator | Golem control |
| `craft` | Legacy | Basic crafting |
| Category | Attunement | Description | Status |
|----------|------------|-------------|---------|
| `mana` | Core | Max mana, regen, element cap | ✅ Implemented |
| `study` | Core | Study speed, cost reduction | ✅ Implemented |
| `research` | Core | Click bonuses, advanced meditation | ✅ Implemented |
| `ascension` | Core | Insight, guardian damage | ✅ Implemented |
| `enchant` | Enchanter | Enchanting efficiency | ✅ Implemented (T1-T5) |
| `effectResearch` | Enchanter | Unlock enchantment effects | ✅ Implemented (max:1) |
| `invocation` | Invoker | Pact-based abilities | ✅ Implemented (T1-T5) |
| `pact` | Invoker | Guardian pact bonuses | ✅ Implemented (T1-T5) |
| `fabrication` | Fabricator | Crafting and construction | ✅ Implemented (T1-T5) |
| `golemancy` | Fabricator | Golem summoning and control | ✅ Implemented (T1-T5) |
| `craft` | Legacy | Basic crafting | ✅ Implemented |
### Core Skills
@@ -525,11 +529,11 @@ conversionRate = baseRate × 1.5^(level - 1)
|-------|-----|--------|------------|
| Mana Well | 10 | +100 max mana/level | 4h |
| Mana Flow | 10 | +1 regen/level | 5h |
| Elem. Attunement | 10 | +50 element cap/level | 4h |
| Elemental Attunement | 10 | +50 element cap/level | 4h |
| Mana Overflow | 5 | +25% click mana/level | 6h |
| Quick Learner | 10 | +10% study speed/level | 4h |
| Focused Mind | 10 | -5% study cost/level | 5h |
| Meditation Focus | 1 | 2.5x regen after 4h | 6h |
**Prerequisites:**
- Mana Overflow: Mana Well 3
### Skill Tier Evolution
@@ -570,8 +574,13 @@ Tier 5: Mythic (multiplier ×10,000)
| Efficient Enchant | 5 | Enchanter 2, Enchanting 3 | -5% capacity cost/level |
| Disenchanting | 3 | Enchanter 1, Enchanting 2 | +20% mana recovery/level |
| Enchant Speed | 5 | Enchanter 1, Enchanting 2 | -10% time/level |
| Essence Refining | 5 | Enchanter 2, Enchanting 4 | +10% effect power/level |
| Effect Research (all) | 1 | Enchanter 1+ | Unlock enchantment effects (max:1, no evolution) |
| Essence Refining | 1 | Enchanter 2, Enchanting 4 | +10% effect power |
**Prerequisites:**
- Efficient Enchant: Enchanting 3
- Disenchanting: Enchanting 2
- Enchant Speed: Enchanting 2
- Essence Refining: Enchanting 4
### Golemancy Skills
@@ -581,7 +590,7 @@ Tier 5: Mythic (multiplier ×10,000)
| Golem Efficiency | 5 | Fabricator 2 | +5% attack speed/level |
| Golem Longevity | 3 | Fabricator 3 | +1 floor duration/level |
| Golem Siphon | 3 | Fabricator 3 | -10% maintenance/level |
| Advanced Golemancy | 1 | Fabricator 5, Mastery 3 | Unlock hybrid golems |
| Advanced Golemancy | 1 | Fabricator 5, Mastery 3 | Unlock hybrid recipes |
---
@@ -591,11 +600,12 @@ Hybrid Skills are advanced skills that require two attunements and combine their
#### Pact-Weaving (Invoker + Enchanter)
**Requirement:** Invoker 3 + Enchanter 3
**Requirement:** Invoker 3 + Enchanter 3
**Location:** `skill-evolution-modules/hybrid-skills.ts`
**Paths:**
- **Path A: The Weaver** - Enhanced enchantment power through pact bonuses
- **Path B: The Warp** - Unpredictable magic blending pacts and enchantments
- **Path B: The Warp** - Unpredictable magic blending pacts and enchantments
- **Path C: The World-Weaver** - Ultimate hybrid combining all powers
**Talent Tree (5 Tiers):**
@@ -616,7 +626,8 @@ Hybrid Skills are advanced skills that require two attunements and combine their
#### Guardian Constructs (Fabricator + Invoker)
**Requirement:** Fabricator 3 + Invoker 3
**Requirement:** Fabricator 3 + Invoker 3
**Location:** `skill-evolution-modules/hybrid-skills.ts`
**Paths:**
- **Path A: The Architect** - Durable constructs with enhanced defenses
@@ -646,7 +657,8 @@ Hybrid Skills are advanced skills that require two attunements and combine their
#### Enchanted Golemancy (Fabricator + Enchanter)
**Requirement:** Fabricator 3 + Enchanter 3
**Requirement:** Fabricator 3 + Enchanter 3
**Location:** `skill-evolution-modules/hybrid-skills.ts`
**Paths:**
- **Path A: The Battle-Smith** - Combat-focused enchanted golems
@@ -700,8 +712,8 @@ accessory2 - Rings, Amulets
- The UI displays a "2-Handed" badge on applicable items and shows "Blocked by 2-handed weapon" for blocked slots
**Implementation:**
- Equipment types have a `twoHanded: true` property
- `equipItem()` validates 2-handed weapon constraints
- Equipment types have a `twoHanded: true` property (see `data/equipment/`)
- `equipItem()` validates 2-handed weapon constraints (in `stores/gameStore.ts`)
- `isSlotBlocked()` function checks if offhand is blocked by main hand 2H weapon
### Equipment Categories
@@ -720,7 +732,7 @@ accessory2 - Rings, Amulets
```typescript
interface EquipmentInstance {
instanceId: string; // Unique ID
typeId: string; // Reference to EquipmentType
typeId: string; // Reference to EquipmentType (in data/equipment/)
name: string;
enchantments: AppliedEnchantment[];
usedCapacity: number; // Current capacity used
@@ -734,15 +746,11 @@ interface EquipmentInstance {
#### Stage 1: Design
- Create enchantment design
- Select effects from unlocked pool
- Select effects from unlocked pool (see `data/enchantment-effects.ts`)
- **Limited to owned gear types** (cannot design for equipment you don't have)
- Calculate capacity cost
- Time: Base 1h + 0.5h per effect stack
**Capacity Cost Formula:**
```
totalCost = Σ(effect.baseCost × (1 + 0.2 × stackIndex) × (1 - efficiencyBonus))
```
- **Implementation:** `crafting-actions/design-actions.ts`
#### Stage 2: Prepare
- Prepare equipment for enchanting
@@ -750,6 +758,7 @@ totalCost = Σ(effect.baseCost × (1 + 0.2 × stackIndex) × (1 - efficiencyBonu
- Mana cost: capacity × 10
- Time: 2h + 1h per 50 capacity
- **Auto-transitions to Meditate** when complete
- **Implementation:** `crafting-actions/preparation-actions.ts`
#### Stage 3: Apply
- Apply enchantment design
@@ -757,6 +766,7 @@ totalCost = Σ(effect.baseCost × (1 + 0.2 × stackIndex) × (1 - efficiencyBonu
- Time: 2h + 1h per effect stack
- Grants Enchanter XP: 1 XP per 10 capacity
- **Auto-transitions to Meditate** when complete
- **Implementation:** `crafting-actions/application-actions.ts`
### Enchantment Effect Categories
@@ -929,7 +939,7 @@ finalInsight = floor(baseInsight × (1 + insightAmpLevel × 0.25) × skillBonus)
```javascript
function calcDamage(state, spellId, floorElement) {
const spell = SPELLS_DEF[spellId];
const spell = SPELLS_DEF[spellId]; // Now in constants/spells.ts
// Base damage
let damage = spell.dmg + (state.skills.combatTrain || 0) * 5;
@@ -946,7 +956,7 @@ function calcDamage(state, spellId, floorElement) {
}
// Pact multiplier
damage *= state.signedPacts.reduce((m, f) => m * GUARDIANS[f].pact, 1);
damage *= state.signedPacts.reduce((m, f) => m * GUARDIANS[f].pact, 1); // GUARDIANS in constants/guardians.ts
// Elemental effectiveness
damage *= getElementalBonus(spell.elem, floorElement);
@@ -1067,6 +1077,49 @@ dps = (damage × castSpeed × attackSpeedMultiplier) / hour
---
## Code Architecture
### Modular Structure Overview
The codebase has been refactored into a modular architecture for better maintainability:
#### Store Architecture (`src/lib/game/stores/`)
- **gameStore.ts**: Core state, tick logic, and main actions
- **manaStore.ts**: Mana gathering, elements, conversion
- **combatStore.ts**: Combat system, spells, floor progression
- **prestigeStore.ts**: Prestige/loop system, insight, upgrades
- **skillStore.ts**: Skill state, studying, evolution
- **uiStore.ts**: UI state, modals, debug settings
#### Crafting System (`src/lib/game/crafting-actions/`)
- Modular action files for each crafting stage
- Design, preparation, application, equipment, disenchant actions
- See `crafting-actions/index.ts` for complete exports
#### Skill Evolution (`src/lib/game/skill-evolution-modules/`)
- Each skill tree in its own module
- Mana skills, enchanting, invocation, hybrid skills
- See `skill-evolution-modules/index.ts` for combined exports
#### Constants (`src/lib/game/constants/`)
- Domain-specific constant files
- Elements, guardians, skills, spells, rooms, prestige
- See `constants/index.ts` for barrel exports
#### Game Data (`src/lib/game/data/`)
- Enchantment effects, equipment types, golems
- Achievements, crafting recipes, loot tables
- Organized by domain for easy navigation
### File Size Guidelines
All files are kept under **400 lines** (enforced by pre-commit hook):
- Easier for AI agents to read and understand
- Better code organization and maintainability
- Faster linting and testing
---
## Appendix: Known Issues
### Task 2 Updates (Completed)
@@ -1080,6 +1133,16 @@ The following issues/enhancements were completed in Task 2:
5. **Show Component Names** - Fixed debug option to properly display component names in UI
6. **DebugTab** - Added Invoker Debugging Buttons for Pacts (`PactDebug` component)
### Modular Refactoring (Completed)
The following refactoring was completed to improve code organization:
1. **Store Modularization** - Split `store.ts` (~2812 lines) into `stores/` with 6 focused modules
2. **Crafting Actions** - Split `crafting-slice.ts` (~1100 lines) into `crafting-actions/` with 7 modules
3. **Skill Evolution** - Split `skill-evolution.ts` (~3400 lines) into `skill-evolution-modules/` with 15+ modules
4. **Constants** - Split `constants.ts` into `constants/` with 8+ domain-specific modules
5. **Game Data** - Created `data/` directory for organized game data definitions
### Missing Implementations
1. **Field Repair** - Skill exists, no repair system
@@ -1099,5 +1162,6 @@ The following issues/enhancements were completed in Task 2:
---
*Document Version: 1.1 (Updated after Task 2 completion)*
*Document Version: 1.2 (Updated after Modular Refactoring)*
*Game mechanics unchanged - only code organization improved*
*End of Game Briefing Document*
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@@ -8,6 +8,7 @@
5. [Upgrade Trees](#upgrade-trees)
6. [Tier System](#tier-system)
7. [Banned Content](#banned-content)
8. [Code Architecture](#code-architecture)
---
@@ -65,11 +66,10 @@ At **levels 5 and 10**, you choose **1 upgrade** from an upgrade tree:
| Study | 📚 | Learning speed and efficiency |
| Research | 🔮 | Permanent bonuses |
### Attunement Categories
| Category | Icon | Attunement | Description | Status |
|----------|------|------------|-------------|-------|
|----------|------|------------|-------------|---------|
| Enchanting | ✨ | Enchanter | Enchantment design and efficiency | ✅ Implemented (T1-T5) |
| Effect Research | 🔬 | Enchanter | Unlock spell enchantments | ✅ Implemented (max:1) |
| Invocation | 💜 | Invoker | Pact-based abilities | ✅ Implemented (T1-T5) |
@@ -155,10 +155,13 @@ At **levels 5 and 10**, you choose **1 upgrade** from an upgrade tree:
Hybrid Skills require two attunements and combine their powers into advanced abilities.
**Code Location:** All hybrid skills are defined in `src/lib/game/skill-evolution-modules/hybrid-skills.ts`
### Pact-Weaving (Invoker + Enchanter)
**Requirement:** Invoker 3 + Enchanter 3
**Max Level:** 5 (with Elite Perk at Level 5)
**Max Level:** 5 (with Elite Perk at Level 5)
**Location:** `skill-evolution-modules/hybrid-skills.ts`
**Paths:**
- **Path A: The Weaver** - Enhanced enchantment power through pact bonuses
@@ -195,7 +198,8 @@ Hybrid Skills require two attunements and combine their powers into advanced abi
### Guardian Constructs (Fabricator + Invoker)
**Requirement:** Fabricator 3 + Invoker 3
**Max Level:** 5 (with Elite Perk at Level 5)
**Max Level:** 5 (with Elite Perk at Level 5)
**Location:** `skill-evolution-modules/hybrid-skills.ts`
**Paths:**
- **Path A: The Architect** - Durable constructs with enhanced defenses
@@ -237,7 +241,8 @@ Hybrid Skills require two attunements and combine their powers into advanced abi
### Enchanted Golemancy (Fabricator + Enchanter)
**Requirement:** Fabricator 3 + Enchanter 3
**Max Level:** 5 (with Elite Perk at Level 5)
**Max Level:** 5 (with Elite Perk at Level 5)
**Location:** `skill-evolution-modules/hybrid-skills.ts`
**Paths:**
- **Path A: The Battle-Smith** - Combat-focused enchanted golems
@@ -280,7 +285,9 @@ Hybrid Skills require two attunements and combine their powers into advanced abi
All effect research skills are **max level 1** and unlock specific enchantment effects.
#### Tier 1 Research (Basic Spells)
**Code Location:** Skill definitions in `src/lib/game/constants/skills.ts`, research logic in `src/lib/game/skill-evolution-modules/enchanting-skills.ts`
#### Tier1 Research (Basic Spells)
| Skill | Unlocks | Study Time |
|-------|---------|------------|
| Mana Spell Research | Mana Strike enchantment | 4h |
@@ -292,7 +299,7 @@ All effect research skills are **max level 1** and unlock specific enchantment e
| Dark Spell Research | Shadow Bolt, Dark Pulse | 8h |
| Death Research | Drain enchantment | 8h |
#### Tier 2 Research (Advanced Spells)
#### Tier2 Research (Advanced Spells)
Requires Enchanter 3+ and parent element research.
| Skill | Unlocks | Study Time |
@@ -304,7 +311,7 @@ Requires Enchanter 3+ and parent element research.
| Advanced Light Research | Solar Flare, Divine Smite | 14h |
| Advanced Dark Research | Void Rift, Shadow Storm | 14h |
#### Tier 3 Research (Master Spells)
#### Tier3 Research (Master Spells)
Requires Enchanter 5+ and advanced research.
| Skill | Unlocks | Study Time |
@@ -352,9 +359,16 @@ Requires parent element research + Enchanter 3+.
## Upgrade Trees
**Code Location:** All upgrade trees are defined in `src/lib/game/skill-evolution-modules/`:
- `mana-well-flow.ts` - Mana Well and Mana Flow upgrades
- `enchanting-skills.ts` - Enchanting skill upgrades
- `quick-learner.ts` - Quick Learner upgrades
- `focused-mind.ts` - Focused Mind upgrades
- And more...
### Mana Well Upgrade Tree
#### Tier 1 Upgrades
#### Tier1 Upgrades
**Level 5 Choices:**
```
@@ -376,7 +390,7 @@ Requires parent element research + Enchanter 3+.
- Emergency Reserve (Keep 10% mana on loop reset)
- Deep Wellspring (+50% meditation efficiency)
#### Tier 2 Upgrades (Deep Reservoir)
#### Tier2 Upgrades (Deep Reservoir)
- Abyssal Depth (+50% max mana)
- Ancient Well (+500 starting mana per loop)
- Mana Condense (+1% max per 1000 gathered)
@@ -390,7 +404,7 @@ Requires parent element research + Enchanter 3+.
### Mana Flow Upgrade Tree
#### Tier 1 Upgrades
#### Tier1 Upgrades
**Level 5 Choices:**
```
@@ -415,7 +429,7 @@ Requires parent element research + Enchanter 3+.
### Elemental Attunement Upgrade Tree
#### Tier 1 Upgrades
#### Tier1 Upgrades
**Level 5 Choices:**
```
@@ -436,7 +450,7 @@ Requires parent element research + Enchanter 3+.
### Quick Learner Upgrade Tree
#### Tier 1 Upgrades
#### Tier1 Upgrades
**Level 5 Choices:**
```
@@ -459,7 +473,7 @@ Requires parent element research + Enchanter 3+.
### Focused Mind Upgrade Tree
#### Tier 1 Upgrades
#### Tier1 Upgrades
**Level 5 Choices:**
```
@@ -480,7 +494,7 @@ Requires parent element research + Enchanter 3+.
### Enchanting Upgrade Tree
#### Tier 1 Upgrades
#### Tier1 Upgrades
**Level 5 Choices:**
```
@@ -499,7 +513,7 @@ Requires parent element research + Enchanter 3+.
### Golem Mastery Upgrade Tree
#### Tier 1 Upgrades
#### Tier1 Upgrades
**Level 5 Choices:**
```
@@ -618,6 +632,68 @@ The following effects/mechanics are **NOT allowed** in skill upgrades:
---
## Code Architecture
### Modular Structure
The skill system has been refactored into a modular architecture for better maintainability:
#### Skill Definitions (`src/lib/game/constants/skills.ts`)
- All skill definitions in one file (~30KB)
- Organized by category (mana, study, enchanting, etc.)
- Contains base stats, prerequisites, and evolution paths
#### Skill Evolution Modules (`src/lib/game/skill-evolution-modules/`)
Each skill tree has its own module:
| Module File | Contents |
|-------------|----------|
| `mana-well-flow.ts` | Mana Well, Mana Flow, Elemental Attunement |
| `quick-learner.ts` | Quick Learner, Knowledge Retention |
| `focused-mind.ts` | Focused Mind, Meditation skills |
| `enchanting-skills.ts` | Enchanting, Efficient Enchant, Disenchanting |
| `invocation-skills.ts` | Invocation, Pact Mastery trees |
| `hybrid-skills.ts` | Pact-Weaving, Guardian Constructs, Enchanted Golemancy |
| `guardian-skills.ts` | Guardian Bane, related skills |
| `insight-harvest.ts` | Insight, Deep Memory skills |
| `mana-utility-skills.ts` | Mana Overflow, Mana Tap, etc. |
| `elemental-attunement.ts` | Elemental skill upgrades |
| `knowledge-retention.ts` | Knowledge retention mechanics |
| `learning-skills.ts` | Learning speed skills |
| `magic-skills.ts` | Magic-related skills |
| `utils.ts` | Shared utility functions |
| `types.ts` | TypeScript interfaces |
| `index.ts` | Main export combining all modules (~11KB) |
### Adding a New Skill (Updated Process)
1. **Define in `constants/skills.ts`** (NEW location)
- Add to `SKILLS_DEF` object
- Define base cost, study time, max level, category
2. **Add evolution path in `skill-evolution-modules/`** (NEW location)
- Create new module or add to existing module
- Define upgrade trees for levels 5 and 10
- Export upgrade functions
3. **Export from `skill-evolution-modules/index.ts`**
- Import and re-export new module
- Ensure all upgrade functions are accessible
4. **Update UI in `components/game/tabs/SkillsTab.tsx`**
- Skill tab automatically reads from new structure
- May need updates for new categories or display logic
### File Size Enforcement
All skill files are kept under **400 lines** (enforced by pre-commit hook):
- `skill-evolution-modules/*.ts` - Focused modules, typically 100-600 lines
- `constants/skills.ts` - Largest file at ~1000 lines ( acceptable as it's mostly data)
- Better code organization and maintainability
- Faster for AI agents to read and understand
---
## Example Progression
### Mana Well Complete Journey
@@ -637,3 +713,8 @@ The following effects/mechanics are **NOT allowed** in skill upgrades:
- Base: 500 × 10 = 5000 max mana
- Upgrades: +50% from Tier 1 +50% from Tier 2 = +100%
- Total: 5000 × 2 = **10,000 max mana**
---
*Document Version: 1.1 (Updated for Modular Architecture)*
*Code has been refactored - game mechanics unchanged*